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Whizbang's Workshop Set Cards List & Guide
0
Druid is carry, early overclock is GG
5
crushed by Light's Champion, unplayable
when played on curve this is the equivalent to playing an unnerfed Wild Growth by turn 5, the Druids early ramp is just slightly slower.
free Magtheridons on curve in the class designed to be good at trading board
8
cry'dingo
2
Quest Priest tool, way better than tol'vir in terms of getting that initial bits of healing people avoid or power thru your Injured Tol'vir.
2 is way less than 3 when comparing to Bash. But I think with the plentiful options of pings and rushes this is good enough to be considered for soft removal options. Way better than Devastate
flip side, it not creating a copy (just stats) are those stats baseline (like zombeasts) or are they buffed that can be silenced off.
add rush to this and you got free hard removal, is it worth the real estate? no. But its a tempting experiment
3
Not being able to be removed outside of minion and hero damage is nice, but its so slow.You cant chunk up your hands with buffs in hopes of drawing this and it surviving a turn so you can buff it.
warlock tier F prolly, idk about the rest
because a beatdown deck wants cycle on a body not just cycle
Its topdeck cycle, cant really complain
favorable stat line, ping if you need it, enrage trigger if you want it with a defensive inner rage style effect on a stick.Obviously not on the same level of a zill in terms of flexible application, but definitely something to consider
Its like Microtech Controller that you need to play on 1.The tribal synergy makes up for the glaring anti-tempo it is otherwise.
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0
Druid is carry, early overclock is GG
5
crushed by Light's Champion, unplayable
0
when played on curve this is the equivalent to playing an unnerfed Wild Growth by turn 5, the Druids early ramp is just slightly slower.
0
free Magtheridons on curve in the class designed to be good at trading board
8
cry'dingo
2
Quest Priest tool, way better than tol'vir in terms of getting that initial bits of healing people avoid or power thru your Injured Tol'vir.
0
2 is way less than 3 when comparing to Bash. But I think with the plentiful options of pings and rushes this is good enough to be considered for soft removal options. Way better than Devastate
0
flip side, it not creating a copy (just stats) are those stats baseline (like zombeasts) or are they buffed that can be silenced off.
0
add rush to this and you got free hard removal, is it worth the real estate? no. But its a tempting experiment
3
Not being able to be removed outside of minion and hero damage is nice, but its so slow.
You cant chunk up your hands with buffs in hopes of drawing this and it surviving a turn so you can buff it.
0
warlock tier F prolly, idk about the rest
2
because a beatdown deck wants cycle on a body not just cycle
0
Its topdeck cycle, cant really complain
0
favorable stat line, ping if you need it, enrage trigger if you want it with a defensive inner rage style effect on a stick.
Obviously not on the same level of a zill in terms of flexible application, but definitely something to consider
3
Its like Microtech Controller that you need to play on 1.
The tribal synergy makes up for the glaring anti-tempo it is otherwise.